public MinionPosition clone() { MinionPosition minPos = new MinionPosition(); minPos.board = board; minPos.pathPosition = pathPosition.clone(); return minPos; }
public MinionPosition clone() { MinionPosition minPos = new MinionPosition(); minPos.board = board; minPos.pathPosition = pathPosition.clone(); return(minPos); }
public Vector3 getWorldPosition(MinionPosition minionPosition) { Board board = minionPosition.board; Vector3 point = getLocalPosition(minionPosition.pathPosition); float Deg2Rad = (float) (Math.PI/180.0f); float posX = (float) (point.x * Math.Cos(Deg2Rad * board.rotation.y*-1) - point.z * Math.Sin(Deg2Rad * board.rotation.y*-1)); float posZ = (float) (point.x * Math.Sin(Deg2Rad * board.rotation.y*-1) + point.z * Math.Cos(Deg2Rad * board.rotation.y*-1)); return new Vector3(posX, point.y, posZ) + board.position; }
public Vector3 getWorldPosition(MinionPosition minionPosition) { Board board = minionPosition.board; Vector3 point = getLocalPosition(minionPosition.pathPosition); double angle = Deg2Rad*board.rotation.y*-1; float sin = (float) Math.Sin(angle); float cos = (float) Math.Cos(angle); float posX = point.x * cos - point.z * sin; float posZ = point.x * sin + point.z * cos; return new Vector3(posX, point.y, posZ) + board.position; }